The Standard Jump Jet Configurations
Void Crow D
Mass: 55 tons
Chassis: Endo-Composite Biped
Power Plant: 330 XL
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
Jump Capacity: 240 meters
Armor: Ferro-Lamellor
Armament:
15.5 tons of pod space
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 16,331,188 C-bills
Type: Void Crow
Technology Base: Clan (Experimental)
Tonnage: 55
Battle Value: 2,055
Equipment Mass
Internal Structure Endo-Composite 4.5
Engine 330 XL 12.5
Walking MP: 6
Running MP: 9
Jumping MP: 8
Double Heat Sink 10 [20] 0
Gyro 4
Cockpit 3
Armor Factor (Ferro-Lamellor) 182 13
Internal Armor
Structure Value
Head 3 9
Center Torso 18 27
Center Torso (rear) 8
R/L Torso 13 20
R/L Torso (rear) 6
R/L Arm 9 18
R/L Leg 13 25
Weight and Space Allocation
Location Fixed Space Remaining
Head None 1
Center Torso None 2
Right Torso Endo-Composite 6
3 Partial Wing
2 XL Engine
Left Torso Endo-Composite 6
3 Partial Wing
2 XL Engine
Right Arm Endo-Composite 3
6 Ferro-Lamellor
Left Arm Endo-Composite 3
6 Ferro-Lamellor
Right Leg None 2
Left Leg None 2
Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm
Weapons
and Ammo Location Critical Heat Tonnage
ER Large Laser CT 1 12 4.0
ATM 3 RT 2 2 1.5
3 Jump Jets RT 3 - 1.5
High-Explosive ATM/3 Ammo (20) RT 1 - 1.0
ATM 3 LA 2 2 1.5
ATM 3 LT 2 2 1.5
Extended-Range ATM/3 Ammo (20) LT 1 - 1.0
3 Jump Jets LT 3 - 1.5
Flamer HD 1 3 0.5
ATM 3 RA 2 2 1.5
The D configuration is rather odd, with a large number of small ATM racks that the mech is presumably unable to consolidate into a single launcher due to space constraints, yet only mounting two tonnes of munitions, restricting the versatility and endurance of the launchers. They are perhaps better considered a secondary battery, despite the two thirds of the pod space and majority of internal volume they consume, playing a supporting role to the ER large laser.
With extremely long range and still, with the partial wing, jumping far enough to match the venerable Spider, the D configuration is expected to be able to control engagement range against the majority of its opponents, wearing down their armour with ER missiles and lasers before swooping in with HE missiles to close the deal against a battered enemy, a similar philosophy to the Raven's Goshawk II. The 'engineering' flamer once more makes an appearance, and similar to the B configuration the ammunition is considered sufficient for a short and sharp trial.
Void Crow E
Mass: 55 tons
Chassis: Endo-Composite Biped
Power Plant: 330 XL
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
Jump Capacity: 240 meters
Armor: Ferro-Lamellor
Armament:
15.5 tons of pod space
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 16,166,500 C-bills
Type: Void Crow
Technology Base: Clan (Experimental)
Tonnage: 55
Battle Value: 2,241
Equipment Mass
Internal Structure Endo-Composite 4.5
Engine 330 XL 12.5
Walking MP: 6
Running MP: 9
Jumping MP: 8
Double Heat Sink 10 [20] 0
Gyro 4
Cockpit 3
Armor Factor (Ferro-Lamellor) 182 13
Internal Armor
Structure Value
Head 3 9
Center Torso 18 27
Center Torso (rear) 8
R/L Torso 13 20
R/L Torso (rear) 6
R/L Arm 9 18
R/L Leg 13 25
Weight and Space Allocation
Location Fixed Space Remaining
Head None 1
Center Torso None 2
Right Torso Endo-Composite 6
3 Partial Wing
2 XL Engine
Left Torso Endo-Composite 6
3 Partial Wing
2 XL Engine
Right Arm Endo-Composite 3
6 Ferro-Lamellor
Left Arm Endo-Composite 3
6 Ferro-Lamellor
Right Leg None 2
Left Leg None 2
Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm
Weapons
and Ammo Location Critical Heat Tonnage
2 ER Medium Lasers CT 2 5 2.0
LRM 5 RT 1 2 1.0
LRM 5 Ammo (48) RT 2 - 2.0
3 Jump Jets RT 3 - 1.5
2 LRM 5s LA 2 2 2.0
LRM 5 LT 1 2 1.0
LRM 5 Ammo (48) LT 2 - 2.0
3 Jump Jets LT 3 - 1.5
Micro Pulse Laser HD 1 1 0.5
2 LRM 5s RA 2 2 2.0
While the ammunition of the Void Crow E only lasts a minute longer, its plethora of smaller missile launchers and ammunition bins suggest a different purpose. A single bin can be used for alternate munitions while leaving enough left for a comfortable two minute's worth of sustained fire, and the many different launchers allow them to be separately targeted. The E has only been observed in field tests against pirates and other 'dezgra' forces where such tactics are generally acceptable.
An E configuration prototype accompanying Delta Galaxy on a response to a pirate raid used thunder munitions to lay a huge minefield that separated the fleeing pirate mechs from their convoy of flatbed trucks laden down with loot, ensuring its recovery; in another incident it used smoke to screen a star of charging protomechs to allow them to close to their effective range. While most warriors would balk at playing such a purely supportive role, the deep magazines mollify them somewhat by ensuring they can still participate in honourable combat.
A pair of clan ER medium lasers provide respectable backup for what is essentially a glorified Trebuchet, with a micro pulse laser to deal with any infantry miscreants, but that a cutting-edge clan omnimech can even be comparable in firepower to an old Succession Wars mainstay may provide some insight as to why Raven mechwarriors have been so reluctant to embrace the mech.
Void Crow F
Mass: 55 tons
Chassis: Endo-Composite Biped
Power Plant: 330 XL
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
Jump Capacity: 240 meters
Armor: Ferro-Lamellor
Armament:
15.5 tons of pod space
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 16,090,744 C-bills
Type: Void Crow
Technology Base: Clan (Experimental)
Tonnage: 55
Battle Value: 1,833
Equipment Mass
Internal Structure Endo-Composite 4.5
Engine 330 XL 12.5
Walking MP: 6
Running MP: 9
Jumping MP: 8
Double Heat Sink 10 [20] 0
Gyro 4
Cockpit 3
Armor Factor (Ferro-Lamellor) 182 13
Internal Armor
Structure Value
Head 3 9
Center Torso 18 27
Center Torso (rear) 8
R/L Torso 13 20
R/L Torso (rear) 6
R/L Arm 9 18
R/L Leg 13 25
Weight and Space Allocation
Location Fixed Space Remaining
Head None 1
Center Torso None 2
Right Torso Endo-Composite 6
3 Partial Wing
2 XL Engine
Left Torso Endo-Composite 6
3 Partial Wing
2 XL Engine
Right Arm Endo-Composite 1
6 Ferro-Lamellor
Left Arm Endo-Composite 3
6 Ferro-Lamellor
Right Leg None 2
Left Leg None 2
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm
Weapons
and Ammo Location Critical Heat Tonnage
2 Jump Jets LL 2 - 1.0
2 Jump Jets CT 2 - 1.0
LB 5-X Cluster Ammo (20) RT 1 - 1.0
LB 5-X AC RT 4 1 7.0
ER Large Laser LA 1 12 4.0
2 Jump Jets RL 2 - 1.0
ER Small Laser HD 1 2 0.5
The Snow Ravens are noted for having a fixation on anti-air weapons to the point of obsession. While this may be justifiable for a specialised omnimech configuration, the F configuration alone is apparently responsible for the excessively complicated jump system that mars the Void Crow piloting experience.
Mounting a single ER large laser and an LB 5-X autocannon, the F configuration enjoys significant range, always useful for engaging aerial foes, and the single tonne of autocannon ammunition is more than enough for any single engagement. While it reduces versatility, the obvious purpose of the configuration means this tonne is almost inevitably cluster ammunition. Apparently, the ER small laser was yet another last gasp for extra damage against hard targets, and an Improved Heavy is apparently a popular variation.
The problem with the F configuration is the bulk of the autocannon. Engineers could only find enough space to mount it in the cavernous torso bays designed to house the improved jump jets, but only without mounting the standard jump jet cluster there as well. While this is usually not a problem in an omnimech, designers had hoped to only have two standard configurations for jump jets, one for standard and one for improved, so that the control scheme could be a simple bi-modal design that was loaded with the configuration. The F configuration forced them to employ a more complex system that could adapt to almost any possible jump jet configuration at the cost of an excessively complicated and unfriendly user interface that is difficult to use in combat for the unpracticed.
Nevertheless, warriors demanded a configuration that became the F or one like it, unwittingly making the whole design more difficult to use. The fact that engineers had not fully anticipated this is made clear when the Alpha and Beta prototypes' right arms end in a stub just beyond the elbow when they mount the F configuration; designers had expected all weapons would be mounted in the arms and the arrangement of the mech's internal structure precluded the addition of lower arm and hand actuators. This would only be rectified in the Gamma through Epsilon production prototypes that do have hand actuators in this configuration.
Void Crow G
Mass: 55 tons
Chassis: Endo-Composite Biped
Power Plant: 330 XL
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
Jump Capacity: 240 meters
Armor: Ferro-Lamellor
Armament:
15.5 tons of pod space
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 16,067,203 C-bills
Type: Void Crow
Technology Base: Clan (Experimental)
Tonnage: 55
Battle Value: 2,049
Equipment Mass
Internal Structure Endo-Composite 4.5
Engine 330 XL 12.5
Walking MP: 6
Running MP: 9
Jumping MP: 8
Double Heat Sink 10 [20] 0
Gyro 4
Cockpit 3
Armor Factor (Ferro-Lamellor) 182 13
Internal Armor
Structure Value
Head 3 9
Center Torso 18 27
Center Torso (rear) 8
R/L Torso 13 20
R/L Torso (rear) 6
R/L Arm 9 17
R/L Leg 13 26
Weight and Space Allocation
Location Fixed Space Remaining
Head None 1
Center Torso None 2
Right Torso Endo-Composite 6
3 Partial Wing
2 XL Engine
Left Torso Endo-Composite 6
3 Partial Wing
2 XL Engine
Right Arm Endo-Composite 3
6 Ferro-Lamellor
Left Arm Endo-Composite 3
6 Ferro-Lamellor
Right Leg None 2
Left Leg None 2
Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm
Weapons
and Ammo Location Critical Heat Tonnage
Streak LRM 10 Ammo (12) RT 1 - 1.0
3 Jump Jets RT 3 - 1.5
Large Pulse Laser LA 2 10 6.0
3 Jump Jets LT 3 - 1.5
ER Small Laser HD 1 2 0.5
Streak LRM 10 RA 2 4 5.0
By contrast, the G configuration is almost a blown up version of the Prime, apparently devised by test pilots to break in new mechwarriors unfamiliar with the Void Crow. While the Prime configuration emphasises jumping and piloting, the G configuration shifts the balance slightly more towards gunnery, with the standard jump jets and considerably longer ranges of its weapons. Nevertheless, the large pulse laser and Streak LRM rack are both just as user-friendly as the medium and SRMs of the Prime, and are completely unable to cause a heat problem without engine damage. The ER small laser is apparently a holdover from the Prime and relocated to the head because of the much larger range differential with the large pulse laser.
Two minutes of sustained fire might be considered somewhat limited for ammunition, but the Streak system ensures that all 120 missiles will hit a target, barring some specialised defensive systems, and due to the long ranges involved tends not to lock as often as the SRM system, meaning it usually lasts much longer than two minutes in actual combat. More troubling is the inability to use indirect fire, but the tactic is contentious in zellbrigen-governed combat and the configuration seems to be designed more as a trainer than necessarily a combat unit. Either way, the impressive mobility and protection of the mech mean it has both an easier time reaching good firing positions and surviving once it is there.
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There are still more configurations, actually, but it's late already and this is enough for one night.
Yes, I know I kind of messed up with making the 'D' the ATM config and the 'E' the LRM config, but I had the ATM idea first and the 'lots of small launchers' thing was what gave me the idea of how to make the LRMs work better. And yeah, I kind of cheated with those by using the weight savings of multiple smaller launchers instead of eating the extra weight with the big ones. In my defence, the ATMs are big enough that I can't reasonably mount more than one to a single location and have space for ammo (inside the side torsos) and I thought of the LRM config as sort of a whole point of Hippogriffs condensed into one mech, where the ability to independently target each launcher was a big deal. The other thing I liked was the imagery of the torsos and 'arms' opening up and letting loose a big missile salvo from all across the mech like something out of Macross, and fewer bigger launchers felt like it wouldn't quite be the same curtain of fire.
Most of the configs were actually just made by looking for different weapons that had the same or similar range brackets. I imagined that with 8 or 11 jump range, this mech could control engagement range against anything around its own weight or heavier, so it was a matter of picking the range you preferred. I'm particularly fond of the B config, which is kind of crazy in multiple different ways, but it feels like the kind of thing that has character with its balls-out madness. I originally intended to just go with 2 SRM 6s and maybe more ammo and a chaser gun or light TAG (that even has the same ranges!) but I kept coming back to the 3 with not enough ammo because it felt so much more interesting (read: less sane).